#!/bin/bash -e
#
#   Neutron3529's Unity Game Plugin
#   Copyright (C) 2022 Neutron3529
#
#   This program is free software: you can redistribute it and/or modify
#   it under the terms of the GNU Affero General Public License as
#   published by the Free Software Foundation, either version 3 of the
#   License, or (at your option) any later version.
#
#   This program is distributed in the hope that it will be useful,
#   but WITHOUT ANY WARRANTY; without even the implied warranty of
#   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#   GNU Affero General Public License for more details.
#
#   You should have received a copy of the GNU Affero General Public License
#   along with this program.  If not, see <https://www.gnu.org/licenses/>.
#
############################################################################
#
#   * compile instructions: put this file and `utils.cs` in `steamapps`
#   * folder, open a terminal in the same folder, and execute:
#   *
#   * ```
#   *     chmod +x ${file}.cs
#   *     ./${file}.cs
#   * ```
#   *
#   * then the mod will be compiled automatically.
#   *
#   * Here we wrote a shebang like file, which is correct
#   * in my computer (Manjaro XFCE), if such script do not work
#   * in your computer, you could just try the instructions below :

export GAME_NAME="${0%\.cs}"                                # might modify if the name mismatch.
export GAME_DIR="$GAME_NAME"                                # might be modified, but "$GAME_NAME" cover most of the cases.

export FILE_NAME="$0"
export ASSEMBLY="Timberborn"                                # might be modified
export UTILS="utils.cs"                                     # might be modified if you do not put utils.cs in the current dir.
export PLUGIN_ID="Neutron3529.Cheat"                        # should be modified
export NAMESPACE_ID="Neutron3529.Cheat"                     # should be modified
export GAME_BASE_DIR="common/$GAME_DIR"                     # should modify GAME_DIR instead since GAME_DIR == GAME_NAME is almost always true.

export IFS=$'\n' # to disable the annoying space.
export DOTNET="dotnet" # the location of the DOTNET executable file.
[ -z "$DOTNET_CSC_DLL" ] && export DOTNET_CSC_DLL=`\ls /usr/share/dotnet/sdk/*/Roslyn/bincore/csc.dll` # In manjaro, the csc.dll is located in /usr/share/dotnet/sdk/*/Roslyn/bincore/csc.dll

__MODE_VERBOSE=99 # is the line number of "#define VERBOSE", may be modified
__MODE_DEBUG__=$((__MODE_VERBOSE+1))
__MODE_RELEASE=$((__MODE_DEBUG__+1))

case $1 in
    V)       _MODE__SELECT_=$__MODE_VERBOSE     ;;
    v)       _MODE__SELECT_=$__MODE_VERBOSE     ;;
    VERBOSE) _MODE__SELECT_=$__MODE_VERBOSE     ;;
    verbose) _MODE__SELECT_=$__MODE_VERBOSE     ;;
    D)       _MODE__SELECT_=$__MODE_DEBUG__     ;;
    d)       _MODE__SELECT_=$__MODE_DEBUG__     ;;
    DEBUG)   _MODE__SELECT_=$__MODE_DEBUG__     ;;
    debug)   _MODE__SELECT_=$__MODE_DEBUG__     ;;
    *)       _MODE__SELECT_=$__MODE_RELEASE     ;;
esac

( yes "" | head -n $_MODE__SELECT_ | head -n-1  ; tail $FILE_NAME -n+$_MODE__SELECT_ ) | sed s/%%NAMESPACE_ID%%/${NAMESPACE_ID}/g | sed s/%%PLUGIN_ID%%/${PLUGIN_ID}/g | $DOTNET $DOTNET_CSC_DLL -nologo -t:library \
  -r:"${GAME_BASE_DIR}/BepInEx/core/BepInEx.dll" \
  -r:"${GAME_BASE_DIR}/BepInEx/core/0Harmony.dll" \
  -r:"${GAME_BASE_DIR}/BepInEx/core/BepInEx.Harmony.dll" \
  `[ -e "${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/netstandard.dll" ] && echo "-r:\"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/netstandard.dll\""` \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/System.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/System.Core.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.AIModule.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.CoreModule.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.UI.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/mscorlib.dll" \
  $(for i in "${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/$ASSEMBLY"*.dll ; do echo -e "-r:\"$i\"\n" ; done) \
  -out:"${GAME_BASE_DIR}/BepInEx/plugins/${FILE_NAME%.*}".dll \
  -optimize `[ "$_MODE__SELECT_" == "$__MODE_DEBUG__" ] && echo -debug` \
  $UTILS - && rm -f "${GAME_BASE_DIR}/BepInEx/config/${PLUGIN_ID}.cfg";

if [ -n "$2" ]; then
    git add ${FILE_NAME}
    case $2 in
        R) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        r) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        RANDOM) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        random) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        U) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        u) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        UPLOAD) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        upload) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        *) git commit -am "$2" ;;
    esac
    git push
fi
exit

#define VERBOSE // the line of __MODE_VERBOSE
#define DEBUG



using System;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Collections.Generic;

using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine;

namespace %%NAMESPACE_ID%%
{
    [BepInPlugin("%%PLUGIN_ID%%", "%%NAMESPACE_ID%%", "0.1.0")]
    public class Cheat : BaseUnityPlugin {
        public static float bonus_mul=5f;
        public static float speed_mul=45f;
        public static float daily_consume_ratio=0.01f;
        public static int good_mul=1;
        public static float grow_day_factor=0.01f;
        void Start() {
            var harmony=new Harmony("%%PLUGIN_ID%%");
            Logger.LogInfo("此Mod使用AGPL-v3许可发布，如果你使用了这里的代码，请按照相同许可发布你修改后的mod。");
#if DEBUG
            logger=Logger.LogInfo;
            logger=delegate(string s){Logger.LogInfo("%%NAMESPACE_ID%%:"+s);};
            logger("开始注入");
#endif
            if ((bonus_mul=Config.Bind<float>("config", "bonus_mul", bonus_mul, "额外属性乘数").Value)>1f){
                harmony.PatchAll(typeof(BonusManagerMultiplier));
                logger("额外工作属性乘数-加载完成");
                harmony.PatchAll(typeof(NavigationDistance_Many));
                logger("额外距离乘数-加载完成");
                harmony.PatchAll(typeof(Int_Many));
                logger("额外建设乘数与负重-加载完成");
            }
            if ((speed_mul=Config.Bind<float>("config", "speed_mul", speed_mul, "额外属性乘数").Value)>1f){
                harmony.PatchAll(typeof(BuildExecutorTick));
                logger("额外建筑速度乘数-加载完成");
                harmony.PatchAll(typeof(WorkerSpeedMultiplier));
                logger("额外工作速度乘数-加载完成");
            }
            if ((daily_consume_ratio=Config.Bind<float>("config", "daily_consume_ratio", daily_consume_ratio, "日常消耗系数（小于1生效，这个Mod没有其他检测，但最好让这个数字大于0）").Value)<1f){
                harmony.PatchAll(typeof(NeedSpecificationDailyDelta));
                logger("日常消耗系数-加载完成");

            }
//             if ((good_mul=Config.Bind<int>("config", "good_mul", 100, "（可采集）物品数量乘数，大于1开启").Value)>1){
//                 harmony.PatchAll(typeof(YielderInitialize));
//                 logger("（可采集）物品数量乘数-加载完成");
//             }
            if ((grow_day_factor=Config.Bind<float>("config", "grow_day_factor", grow_day_factor, "生长时间系数（小于1生效，这个Mod没有其他检测，但最好让这个数字大于0）").Value)<1f){
                harmony.PatchAll(typeof(GrowableAwake));
                logger("生长时间系数-加载完成");

            }
            logger("叮~修改器启动，请安心游戏");
        }
        [HarmonyDebug]
        [HarmonyPatch(typeof(Timberborn.BonusSystem.BonusManager), "Multiplier")]
        public static class BonusManagerMultiplier {
            public static float Postfix(float value) {
                return value*bonus_mul;
            }
        }
        [HarmonyDebug]
        [HarmonyPatch]
        public static class NavigationDistance_Many {
            static IEnumerable<MethodBase> TargetMethods() {// used for several Distance methods.
                var x=typeof(Timberborn.Navigation.NavigationDistance);
                yield return x.GetProperty("Limited").GetGetMethod();
                yield return x.GetProperty("ResourceBuildings").GetGetMethod();
                yield return x.GetProperty("DistrictRoad").GetGetMethod();
            }
            public static float Postfix(float value) {
                return value*bonus_mul;
            }
        }
        [HarmonyDebug]
        [HarmonyPatch]
        public static class Int_Many {
            static IEnumerable<MethodBase> TargetMethods() {// used for several Distance methods.
                yield return typeof(Timberborn.Navigation.NavigationDistance).GetProperty("DistrictTerrain").GetGetMethod();
                yield return typeof(Timberborn.Carrying.GoodCarrier).GetProperty("LiftingCapacity").GetGetMethod();
            }
            public static int Postfix(int value) {
                return value*(int)bonus_mul;
            }
        }
        [HarmonyDebug]
        [HarmonyPatch(typeof(Timberborn.ConstructionSites.BuildExecutor), "Tick")]
        public static class BuildExecutorTick {
            public static bool Prefix(ref float deltaTimeInHours) {
                deltaTimeInHours*=speed_mul;
                return true;
            }
        }
        [HarmonyDebug]
        [HarmonyPatch(typeof(Timberborn.WorkSystem.Worker), "SpeedMultiplier",MethodType.Setter)]
        public static class WorkerSpeedMultiplier {
            public static bool Prefix(ref float value) {
                value*=speed_mul;
                return true;
            }
        }
        [HarmonyDebug]
        [HarmonyPatch(typeof(Timberborn.NeedSpecifications.NeedSpecification), "DailyDelta",MethodType.Getter)]
        public static class NeedSpecificationDailyDelta {
            public static float Postfix(float value) {
                return value*daily_consume_ratio;
            }
        }
//         [HarmonyDebug]
//         [HarmonyPatch(typeof(Timberborn.GoodStackSystem.GoodStack), "Enable", new Type[]{typeof(Timberborn.Goods.GoodAmount)})]
//         public static class GoodStackEnable { // not use.
//             public static bool Prefix(ref Timberborn.Goods.GoodAmount goodAmount) {
//                 goodAmount.Amount*=good_mul;
//                 return true;
//             }
//         }
//         [HarmonyDebug]
//         [HarmonyPatch(typeof(Timberborn.Yielding.Yielder), "Initialize")]
//         public static class YielderInitialize {
//             public static bool Prefix(ref Timberborn.Goods.GoodAmount yield) {
//                 yield.Amount*=good_mul;
//                 return true;
//             }
//         }
        [HarmonyDebug]
        [HarmonyPatch(typeof(Timberborn.Growing.Growable), "Awake")]
        public static class GrowableAwake {
            static IEnumerable<CodeInstruction> Transpiler(MethodBase __originalMethod, IEnumerable<CodeInstruction> instructions) {
                logger("%%PLUGIN_ID%%-正在注入类别"+__originalMethod.DeclaringType.Name+"的"+__originalMethod.Name+"方法");
                instructions = new CodeMatcher(instructions)
                    .MatchForward(false, // false = move at the start of the match, true = move at the end of the match
                        new CodeMatch(OpCodes.Ldarg_0),
                        new CodeMatch(i=> i.opcode==OpCodes.Ldfld && ((FieldInfo)i.operand).Name == "_growthTimeInDays")
                    ).Repeat( matcher => // Do the following for each match
                        matcher
                        .Advance(2)
                        .InsertAndAdvance(
                            new CodeInstruction(OpCodes.Ldc_R4,grow_day_factor),
                            new CodeInstruction(OpCodes.Mul)
                        )
                        .Advance(1) // avoid conflict.
                    ).InstructionEnumeration();
                return instructions;
            }
        }
#if DEBUG
        public static Action<string> logger;
#else
        public static void logger(string s){}
#endif
    }
}

